System and method for creating an avatar

ABSTRACT

An avatar or avatar environment to visualize data may be provided within a social networking system or service, for example as part of the Internet, and/or within a desktop widget, panel, gadget, or the like. The avatar may further evolve or alter its appearance, animation, or other visual or audio characteristics in response to the data or other input such as athletic activity performed by a corresponding user. In particular, the avatar of an embodiment may respond to and provide visualization of athletic or sport performance data.

CROSS REFERENCE TO RELATED APPLICATIONS

This application is a continuation of and claims priority to U.S.application Ser. No. 12/476,724, now U.S. Pat. No. 10,022,631, filedJun. 2, 2009, entitled “System and Method for Creating an Avatar,” whichis a non-provisional application of and claims the benefit of priorityfrom U.S. Provisional Application No. 61/058,174, entitled “SYSTEM ANDMETHOD FOR CREATING AN AVATAR,” and filed Jun. 2, 2008, the content ofwhich is incorporated herein by reference in its entirety.

BACKGROUND

A social network system or service focuses on the building and verifyingof online social networks for communities of people who share interestsand activities, or who are interested in exploring the interests andactivities of others, and which necessitates the use of software. Mostsocial network services are primarily web based and provide a collectionof various ways for users to interact, such as chat, messaging, email,video, voice chat, file sharing, blogging, discussion groups, and so on.The main types of social networking services are those which containdirectories of some categories (such as former classmates), means toconnect with friends (usually with self-description pages), andrecommender systems linked to trust. For example, and among myriadinterests, a social networking service, or application thereof, mayfocus on athletes and athletics, members of which may interact regardingtheir athletic interests and activities. Social networking services mayfurther include or describe a framework for application development.Such applications may interact with core social networking servicefunctionality or other applications to customize the social networkingservice. For example, a social networking service user may include oneor more applications to customize or extend the functionality of thesocial networking service.

Within the social networking service, a user may be represented by anavatar. Generally speaking, an avatar may be a graphical two-dimensionalicon or a 3-dimensional model that may represent a user. An avatar maybe as simple as a picture of the user or may be a graphical object thatmay represent the user's actions, beliefs, interests, appearance,identity, personality, and the like. An avatar may further be animated.In addition to representing the characteristics recited above, a usermay opt to utilize an avatar—particularly a graphical icon or model—tomaintain their anonymity while participating in and interacting with thesocial networking service and members thereof.

In addition to social networking services, an avatar may also be usefulas part of a desktop widget, panel, gadget, or the like. In general, awidget, panel, gadget, and the like may be physically inspiredapplications or applets that provide desktop access to frequently usedfunctions and/or information, for example clocks, calendars, newsservices, and the like.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a system of an embodiment;

FIG. 2 illustrates a social network service node of an embodiment;

FIG. 3 illustrates a screen shot of the application of an embodiment;

FIG. 4 illustrates an alternate screen shot of the application of anembodiment;

FIG. 5 illustrates an example introduction screen in which a user maychoose to create an avatar;

FIG. 6 illustrates an example initial avatar selection screen;

FIGS. 7A & 7B illustrate example avatar customization interfaces;

FIG. 8 illustrates two example avatars;

FIGS. 9A & 9B illustrate example sharing and publishing interfaces forpublicizing the user's avatar;

FIG. 10 illustrates a screensaver featuring an avatar;

FIGS. 11-13 illustrate example avatar animations for different levels ofenergy;

FIGS. 14 and 15 illustrate athletic performance interfaces that includean option to create an avatar;

FIGS. 16 and 17 illustrate a social networking site in which an athleticperformance avatar may be integrated; and

FIG. 18 illustrates a user interface showing avatar related rewards thatmay be redeemed or purchased.

DETAILED DESCRIPTION

Embodiments of a system and method for creating an avatar will bedescribed. Reference will now be made in detail to a description ofthese embodiments as illustrated in the drawings. While the embodimentswill be described in connection with these drawings, there is no intentto limit them to drawings disclosed herein. On the contrary, the intentis to cover all alternatives, modifications, and equivalents within thespirit and scope of the described embodiments as described herein.

Simply stated, an embodiment is an avatar or avatar environment tovisualize data within a social network system or service, for example aspart of the Internet, and/or within a desktop widget, panel, gadget, orthe like. The avatar may further evolve or alter its appearance,animation, or other visual or audio characteristics in response to thedata or other input. In particular, the avatar of an embodiment mayrespond to and provide visualization of athletic or sport performancedata.

FIG. 1 illustrates an embodiment of a system 100. In an embodiment,system 100 is a social networking system. In various embodiments, thesystem 100 may comprise multiple nodes. A node generally may compriseany physical or logical entity for communicating information in thesystem 100 and may be implemented as hardware, software, or anycombination thereof, as desired for a given set of design parameters orperformance constraints. Although FIG. 1 may show a limited number ofnodes by way of example, it can be appreciated that more or less nodesmay be employed for a given implementation.

In various embodiments, a node may comprise, or be implemented as, acomputer system, a computer sub-system, a computer, an appliance, aworkstation, a terminal, a server, a personal computer (PC), a laptop,an ultra-laptop, a handheld computer, a personal digital assistant(PDA), a set top box (STB), a telephone, a mobile telephone, a cellulartelephone, a handset, a wireless access point, a base station (BS), asubscriber station (SS), a mobile subscriber center (MSC), a radionetwork controller (RNC), a microprocessor, an integrated circuit suchas an application specific integrated circuit (ASIC), a programmablelogic device (PLD), a processor such as general purpose processor, adigital signal processor (DSP) and/or a network processor, an interface,an input/output (I/O) device (e.g., keyboard, mouse, display, printer),a router, a hub, a gateway, a bridge, a switch, a circuit, a logic gate,a register, a semiconductor device, a chip, a transistor, or any otherdevice, machine, tool, equipment, component, or combination thereof. Theembodiments are not limited in this context.

In various embodiments, a node may comprise, or be implemented as,software, a software module, an application, a program, a subroutine, aninstruction set, computing code, words, values, symbols or combinationthereof. A node may be implemented according to a predefined computerlanguage, manner or syntax, for instructing a processor to perform acertain function. Examples of a computer language may include C, C++,Java™, BASIC, Perl™, Matlab™, Pascal, Visual BASIC™, assembly language,machine code, micro-code for a network processor, and so forth. Theembodiments are not limited in this context.

The nodes of the system 100 may be arranged to communicate one or moretypes of information, such as media information and control information.Media information generally may refer to any data representing contentmeant for a user, such as image information, video information,graphical information, audio information, voice information, textualinformation, numerical information, alphanumeric symbols, charactersymbols, and so forth. Control information generally may refer to anydata representing commands, instructions or control words meant for anautomated system. For example, control information may be used to routemedia information through a system, or instruct a node to process themedia information in a certain manner. The media and control informationmay be communicated from and to a number of different devices ornetworks.

The system 100 may include one or more nodes (e.g., nodes 110-130)arranged to communicate information over one or more wired and/orwireless communications media. Examples of wired communications mediamay include a wire, cable, printed circuit board (PCB), backplane,switch fabric, semiconductor material, twisted-pair wire, co-axialcable, fiber optics, and so forth. An example of a wirelesscommunication media may include portions of a wireless spectrum, such asthe radio-frequency (RF) spectrum. In such implementations, the nodes ofthe system 100 may include components and interfaces suitable forcommunicating information signals over the designated wireless spectrum,such as one or more transmitters, receivers, transceivers, amplifiers,filters, control logic, antennas and so forth.

The communications media may be connected to a node using aninput/output (I/O) adapter. The I/O adapter may be arranged to operatewith any suitable technique for controlling information signals betweennodes using a desired set of communications protocols, services oroperating procedures. The I/O adapter may also include the appropriatephysical connectors to connect the I/O adapter with a correspondingcommunications medium. Examples of an I/O adapter may include a networkinterface, a network interface card (NIC), a line card, a disccontroller, video controller, audio controller, and so forth.

In various embodiments, the communications system 100 may comprise orform part of a network, such as a WiMAX network, a broadband wirelessaccess (BWA) network, a WLAN, a WMAN, a wireless wide area network(WWAN), a wireless personal area network (WPAN), a Code DivisionMultiple Access (CDMA) network, a Wide-band CDMA (WCDMA) network, a TimeDivision Synchronous CDMA (TD-SCDMA) network, a Time Division MultipleAccess (TDMA) network, an Extended-TDMA (E-TDMA) network, a GlobalSystem for Mobile Communications (GSM) network, an Orthogonal FrequencyDivision Multiplexing (OFDM) network, an Orthogonal Frequency DivisionMultiple Access (OFDMA) network, a North American Digital Cellular(NADC) network, a Universal Mobile Telephone System (UMTS) network, athird generation (3G) network, a fourth generation (4G) network, a localarea network (LAN), a wide area network (WAN), a metropolitan areanetwork (MAN), the Internet, the World Wide Web, a cellular network, aradio network, a satellite network, and/or any other communicationsnetwork configured to carry data. The embodiments are not limited inthis context.

In an embodiment, system 100 may include node 130. Node 130 maycomprise, for example, a mobile device or a fixed device having wirelesscapabilities. A mobile device may comprise a generalized equipment setproviding connectivity to other wireless devices, such as other mobiledevices or fixed devices. Examples for node 130 may include a computer,server, workstation, notebook computer, handheld computer, telephone,cellular telephone, personal digital assistant (PDA), combinationcellular telephone and PDA, and so forth.

Nodes 110-130 may have one or more wireless transceivers and wirelessantennas. In one embodiment, for example, nodes 110-130 may each havemultiple transceivers and multiple antennas to communicate informationsignals over wireless shared media 160. For example, a channel 162,link, or connection may be formed using one or more frequency bands ofwireless shared medium 160 for transmitting and receiving packets 164.The embodiments are not limited in this context.

FIG. 2 more specifically illustrates node 110 of the communicationssystem 100. As shown in FIG. 2, the node may comprise multiple elementssuch as component 140, module 150, processor 210, memory 260, switch220, transmitter 230, receiver 240, and antenna 250 to communicatepackets 164 over wireless shared media 160. Transmitter 230 and receiver240 may also be collectively referred to as a transceiver. Some elementsmay be implemented using, for example, one or more circuits, components,registers, processors, software subroutines, or any combination thereof.Although FIG. 2 shows a limited number of elements, it can beappreciated that additional or fewer elements may be used in node 110 asdesired for a given implementation. The embodiments are not limited inthis context.

As noted, in an embodiment, node 110 may include a processor 210.Processor 210 may be connected to switch 220 and/or the transceiver(i.e., transmitter 230 and receiver 240). Processor 210 may beimplemented using any processor or logic device, such as a complexinstruction set computer (CISC) microprocessor, a reduced instructionset computing (RISC) microprocessor, a very long instruction word (VLIW)microprocessor, a processor implementing a combination of instructionsets, or other processor device. In an embodiment, for example,processor 210 may be implemented as a general purpose processor.Processor 210 may also be implemented as a dedicated processor, such asa controller, microcontroller, embedded processor, a digital signalprocessor (DSP), a network processor, a media processor, an input/output(I/O) processor, a media access control (MAC) processor, a radiobaseband processor, a field programmable gate array (FPGA), aprogrammable logic device (PLD), and so forth. The embodiments are notlimited in this context.

In one embodiment, processor 210 may include, or have access to, memory260. Memory 260 may comprise any machine-readable media. Memory 260 maybe implemented using any machine-readable or computer-readable mediacapable of storing data, including both volatile and non-volatilememory. For example, memory 260 may include read-only memory (ROM),random-access memory (RAM), dynamic RAM (DRAM), Double-Data-Rate DRAM(DDRAM), synchronous DRAM (SDRAM), static RAM (SRAM), programmable ROM(PROM), erasable programmable ROM (EPROM), electrically erasableprogrammable ROM (EEPROM), flash memory, polymer memory such asferroelectric polymer memory, ovonic memory, phase change orferroelectric memory, silicon-oxide-nitride-oxide-silicon (SONOS)memory, magnetic or optical cards, or any other type of media suitablefor storing information. It is worthy to note that some portion or allof memory 260 may be included on the same integrated circuit asprocessor 210, or alternatively some portion or all of memory 260 may bedisposed on an integrated circuit or other medium, for example a harddisk drive, that is external to the integrated circuit of processor 210.The embodiments are not limited in this context.

When implemented in a node of system 100, node 110 may be arranged tocommunicate information over wired or wireless communications mediabetween the various nodes, such as nodes 120 and 130. The informationmay be communicated in the form of packets 164 over wireless sharedmedia 160, with each packet 164 comprising media information and/orcontrol information. A packet 164 in this context may refer to anydiscrete set of information, including a unit, frame, cell, segment,fragment, and so forth. The packet may be of any size suitable for agiven implementation. The embodiments are not limited in this context.

In an embodiment for which system 100 is a social networking system,module 150 may include an avatar module. As introduced, an avatar may beany representation or manifestation including but not limited to astatic or animated picture of a user, or the avatar may be a graphicalobject that may represent the user's actions, beliefs, interests,appearance, identity, personality, and the like when the userparticipates in and interacts with a social network. The avatar moduleof an embodiment may allow a user to select a pre-designed avatarrepresentative of themselves for use in the social networking system orservice. The user may further customize or otherwise alter thepre-designed avatar (e.g., color scheme and the like) to generate a moredesirable representation of themselves. The avatar module of analternate embodiment may allow the user to upload or otherwise create anavatar of substantially or entirely custom design.

Once the user has selected or generated a suitable avatar, the user mayparticipate with and interact with a social networking system orservice. The avatar may represent the user in myriad ways depending onthe configuration or purpose of the social networking system or service.For example, in an embodiment the social networking system or servicemay allow the user to send a message to or post a comment for anotheruser. The message or comment may be accompanied by the avatar of thesender, and may or may not represent the identity of the sender. Theavatar may further represent the user in a web log (i.e., blog) or othersimilar self comment. Further still, the avatar may represent theathletic performance or abilities of the user, or a comparison of theathletic performance or abilities to other user(s) or benchmark(s).

For example, in an embodiment a social networking system or service maycontain an application, plug-in, or the like to track, monitor, and/orvisually display athletic or sport performance data of a user ormultiple users. One such application, plug-in, or the like may relate tocomparing the athletic performance of the social networking system userto a benchmark or to the athletic performance of other social networkingsystem or service members. Multiple users interacting with theapplication may accordingly compete based on their athletic performance.The benchmark comparison and/or multiple user competition may bevisually represented, in particular with the avatar(s) of the user(s).

For example, each user may select a pre-designed avatar, may customizethe pre-designed avatar, or may upload or otherwise create an avatar asintroduced above. Thereafter, each user may be represented by theirrespective avatars while interacting with and participating in thesocial networking system or service. In an embodiment in which multipleusers are competing based on their athletic performance, the competitionmay be visually displayed or represented by the users' avatars. In anembodiment, for example, the competition may be represented bydisplaying multiple avatars (i.e., of multiple social network users) inthe same screen, frame, window and the like. Further, the avatarposition in the frame may represent the relative athletic performance ofthe corresponding user compared to other users participating in thecompetition.

In an embodiment, the competition may represent the total distancewalked, jogged, run, etc. by each user after a common starting point. Itis to be understood that other performance metrics (e.g., weight lifted,calories burned, duration of aerobic training, frequency of aerobictraining, etc.) may be represented by the competition. Total distancewalked, jogged, or run (or other performance metric) may be representedby the horizontal or vertical position of each avatar within the screen,frame, window, and the like. For example, total distance traversed by auser may be represented by horizontal position within the screen, frame,or window, with total distance traversed increasing from left to rightacross the screen, frame, or window (i.e., in an increasing distancefrom the origin or starting point of the competition as represented by aCartesian coordinate system). Accordingly, an avatar displayed to theright of another avatar visually indicates that the former user isleading the latter user in the competition.

Further, the screen, frame, or window may represent a partial or zoomedview of the competition. In particular for competitions involving morethan a few participants, the screen, frame, or window may onlysimultaneously display the progress of a portion of the participants sothat the relative position of the avatars may be visually resolved. Forexample, the competition may represent the walking, jogging, or runningprogress of the users toward a goal of 100 miles. Each user's screen,frame, or window displaying their avatar may represent fewer than the100 miles. More specifically, the screen, frame, or window of a user whohas traversed 50 miles may only include the avatars of those users whohave traversed a predefined portion of the 50 miles, for instance 45 to55 miles. Accordingly, that user may have a visual representation oftheir closest competitors. In an embodiment, the domain of a user'sscreen, frame, or window (i.e., width of the screen, frame, or window inmiles for this example) may adjust to display only a predeterminednumber of avatars. Alternatively or additionally, the user may have avisual representation of a particular portion of the competition (e.g.,the last 50 meters of a race track).

However, in an embodiment a user may alternatively or additionally wishto have a visual representation of the entire competition. For such anembodiment, a portion of the user's screen, frame, or window may includea representation of the entire competition as well as their specificlocation within the entirety. For example, the top or bottom of theuser's screen, frame, or window may include a scroll bar or the likethat allows the user to control (e.g., with a mouse click or rollover)the portion of the competition that will be displayed. Further, thescroll bar may include tick marks or other indicia of the progress ofsome or all of the users participating in the competition. A user maytherefore know their progress compared to other users in the competitionas well as having a visual representation of at least their closestcompetitors based on the relative position of the avatars within thescreen, frame, or window. In an embodiment, the screen, frame, or windowmay visually respond to the user rolling over the tick marks or indiciawith the display name or other identifier of the other users. The visualresponse may further include the progress (in an embodiment distancetraversed) of the other users in addition to or in lieu of the displayname or other identifier of those users. Finally, the scroll bar mayinclude an arrow, color differentiation, or other similar pointer to thelocation of the individual user viewing the screen, frame, or windowwithin or adjacent to the competition scroll bar to determine theirprogress in the competition.

FIG. 3 illustrates a screen shot of an exemplary embodiment according tothe description above. Three avatars 301 representing three users aredisplayed in various locations within the application window. Morespecifically, the three avatars 301 appear at various depths in theforeground against a background. In an embodiment, the background may bea running track, a street marathon course, a trail, or any otherbackground related to walking, jogging, or running. The background mayfurther represent a weight room, gymnasium, or any other suitablyrelated backgrounds should the athletic performance of the user relateto weight training, aerobic training, and the like. Alternatively, thebackground may be completely arbitrary or whimsical to contribute to thedeparture of the overall avatar environment from reality. Asillustrated, the middle avatar 301 b represents the user who isexecuting and viewing the avatar application. The avatar 301 c to theright represents the user immediately ahead in the competition or racewhile the avatar 301 a to the left represents the user immediatelybehind in the competition or race.

The top of the application includes a scroll bar 303 representing atleast a portion of the competition or race. In an embodiment, the scrollbar 303 represents the entire race from beginning to end while theremainder 305 of the window (i.e., the portion of the application windowincluding the avatars) might only display a graphical representation ofa portion of the entire race. The location of some or all of the usersparticipating in the competition or race may be displayed in the scrollbar as tick marks, dots, or other similar indicia (e.g., ticks 307).Further, the location of the user executing and viewing the avatarapplication may be highlighted by an arrow 309 or other pointer. Thetick mark 307 a, dot, or other similar indicium may further still have acolor, size, or shape that differentiates it from others. As discussedabove, the user may roll over or otherwise select a tick mark, dot, orother indicium to display the corresponding user name, identity, and/orprogress within the competition or race.

In an embodiment, one or both of the background and the avatars 301 maybe animated. For example, the background may scroll (in the illustratedexample from right to left) as a visual cue that the avatars 301represent users' progress in walking, jogging, or running during a raceor competition. Further, the avatars 301 may appear to be walking,jogging, running, or otherwise in motion. More specifically, the avataranimation may relate to the athletic performance of the user representedby the avatar. For example, a user who has run frequently, withsubstantial duration, and/or a substantial distance may be representedby an avatar whose animation mimics or suggests a fast running pace.Conversely, a user who has walked infrequently with little durationand/or distance may be represented by an avatar whose animation mimicsor suggests a slow walking pace. In an embodiment, an inactive user mayeven be represented by an avatar sitting down or otherwise lackinganimation. The animation of the avatar may reflect the most currentathletic performance of the user (e.g., within a particular time period)or may reflect an average (including a moving average) over the durationof the entire race or competition. Accordingly, the avatar animation mayreflect a trend in the corresponding user's athletic performance inaddition to or in lieu of their position in the overall race.

While participating in the race or competition, a user may generate acomment by inputting text and/or symbols in a comment entry box. Asillustrated in FIG. 3, the comment entry box 311 (in an embodimentcontaining the prompt “What are you thinking?”) is located adjacent toand below the race or competition area defined by the background and theavatars 301 superimposed thereon. When a user inputs a comment in entrybox 311, a dialogue box, bubble or the like will pop up or otherwiseappear adjacent to the avatar within the application representing theuser from whom the comment initiated. In an embodiment, the comment willbe visible to other users whose avatars 301 are in the same window orframe of the race or competition. Further, an indication may appear inthe scroll bar should a user post a comment whose avatar is not withinthe same window or frame of the race or competition. Any user may thenroll over or select the tick mark, dot, or other similar indicium (e.g.,mark 307 a) of the commenting user/avatar to review the comment. Inanother embodiment, additional avatars (not shown) may be introducedinto a race or competition representing professional athletes or in theform of “avatar trainers” that may offer motivational messages or othercommentary.

In addition to the current position or standing, the avatar applicationmay also display standings, a leader board, trophies, and the likedepending on the outcome of a race or competition. Further, the avatarapplication may display milestones, achieved goals, and the like for auser who is not part of a race or competition but has otherwiseestablished personal achievement benchmarks.

FIG. 4 illustrates a dialogue bubble 402 appearing and extending fromavatar 301 c upon entry of a comment (i.e., “wild”) submitted by theuser associated with avatar 301 c. In an embodiment, the comment will bevisible to other users whose avatars are in the same window or frame ofthe race or competition. Further, an indication (not shown) may appearin the scroll bar should a user post a comment whose avatar is notwithin the same window or frame of the race or competition. Any user maythen roll over or select the tick mark, dot, or other similar indiciumof the commenting user/avatar to review the comment. In anotherembodiment, additional avatars may be introduced into a race orcompetition representing professional athletes or in the form of “avatartrainers” that may offer motivational messages or other commentary.

As noted, the avatar position, appearance, and/or animation may reflectthe athletic performance of the user. The user's athletic performancemay in turn originate in a variety of ways. In an embodiment, the usermay input their athletic performance. For example, they may input aparticular distance run in a particular time for each instance ofaerobic activity. They may alternatively input pounds lifted, gamesplayed, and the like depending on the nature of the race, competition,or comparison to benchmarks or goals.

Alternatively, the avatar module may communicate with one or moreathletic performance databases or other athletic performance datacollection modules or utilities. For example, numerous Internet-based oronline services collect athletic performance data from users. Inparticular, certain Internet-based or online services may interoperatewith sensors or other recording devices that a user may wear or carrywhile working out, walking, jogging, running etc. In an embodiment, theathletic performance data may be collected with a pedometer, heart ratemonitor, calorie monitor and the like as are well known in the art.

Non-athletes or users not represented by an avatar within the race orcompetition may also execute the application and interact with theathletes or users represented by an avatar within the race orcompetition. For example, a non-athlete or user not represented by anavatar within the race or competition may send or post messages orcomments, deliver gifts, or otherwise communicate with one or moreathletes or users represented by avatars within the race or competition.Further, the non-athlete or user not represented by an avatar within therace or competition may establish goals or milestones for an athlete.

FIGS. 5-18 illustrate an alternate avatar module and/or a user interfaceassociated therewith. More specifically, FIGS. 5-18 illustrate a userinterface 500 that may allow a user or athlete to select or generate anavatar design. FIG. 5, for example, illustrates an introduction screen501 that allows a user to create an avatar using option 503. Images ofexample avatars may be displayed in a background of screen 501. A user'sathletic performance statistics may also be displayed in information bar505. Other options such as accessing gear and music or contactingsupport may be provided in portion 507 of interface 500.

Upon selecting option 503 to create an avatar, the user may be presentedwith an initial creation interface. FIG. 6, for example, illustrates anexemplary set of avatar archetypes from which the user or athlete mayinitially choose, and/or an exemplary set of avatars that have beencreated. In an embodiment, the user or athlete may thereafter modify,customize, or otherwise personalize the avatar they have selected.

FIG. 7A illustrates a number of ways in which the user or athlete maycustomize their avatar once a particular avatar archetype (e.g., asillustrated by FIG. 6, though not limited in this context) has beenselected. For example, the user or athlete may select a facialexpression, a hair style and color, eye shape and color (includingglasses and sunglasses and the style and color thereof), eyebrow shapeand color, body shape, mouth shape and/or expression, shirt or otherupper body garment style and color, shorts or other lower body garmentstyle and color, shoe style and color, and music related to the avatar.For example, a particular song of playlist of songs may be related tothe avatar. Further, the avatar may be displayed wearing earphones orthe like. In an embodiment, the avatar may only be displayed withheadphones if the user or athlete has associated a song and/or playlistof songs with their avatar. In some instances, some choices for thevarious characteristics of the avatar might not be immediatelyavailable. Instead, the user might be required to achieve some goalprior to obtaining access to those choices.

More specifically, FIG. 7A illustrates the user interface 500 of anembodiment with which the user or athlete may modify, customize, orotherwise personalize their avatar. The user or athlete may select anicon pertaining to the customizable items summarized above. Here, theuser or athlete has selected to modify, customize, or otherwisepersonalize the upper body garment worn by the avatar. For example, theuser may select from a variety of upper body garments including at-shirt, a pull-over sweatshirt (with or without a hood), a zipperedsweatshirt or jacket (with or without hood), a tank top, asports/athletic support bra, or any other upper body garment that may beworn. In an embodiment, the selection of the upper body garment (or anyother customizable item) may be gender-specific if, for example, theavatar archetypes have a gender. Alternatively, in an embodiment forwhich the avatar archetypes are gender neutral, the user or athlete mayselect from any available customizable item configurations. Once theuser or athlete has selected an upper body garment type (here, at-shirt), they may thereafter select the color and/or colorcombination/pattern for the t-shirt. The user or athlete may continue tomodify, customize, or otherwise personalize their avatar until they aresatisfied with the appearance of their avatar. In a further embodiment,the user or athlete may randomize the appearance of their avatar (e.g.,by way of the “randomize” button of user interface 500). If desired, theuser or athlete may thereafter modify, customize, or otherwisepersonalize the randomly generated avatar.

FIG. 7B illustrates another example interface for customizing an avatar.Interface 700 may initially display a default avatar 701, featurecategories 703, specific features 705, a randomize option 707, a publishoption 709 and a cancel option 711. Starting from default avatar 701, auser may modify various characteristics such as hair style or color,facial expression, lips, eye brows, eyes, nose, shirt, pants, shoes andaccessories. Although not illustrated, other characteristics may also bemodifiable. For example, in some embodiments, an avatar's body shape,ears and hands may be customized. Using categories 703, each of theabove mentioned characteristics may be customized according to theuser's preference. In one example, and as illustrated, a user may modifythe shoes that avatar 701 is wearing. In particular, specific features705 include a variety of shoes that are available to the user for his orher avatar. In some instances, new shoes or other features might only beavailable upon completion of a certain challenge, action, goal or thelike. The shoes available for the avatar could also correspond to alatest actual shoe model offered by a shoe manufacturer or some othershoe design currently in fashion among users. The unavailable shoes 715or other feature might be shown in a dark outline (i.e., withoutsignificant details) along with the goal 717 that needs be met. Forexample, some shoes might not be available for selection until a userhas run a specified distance. A user may further select the ‘X’ option713 if he or she wishes to remove shoes from avatar 701. Additionally, auser may select a color of the shoe or other feature being customizedusing color palette 719. An unlocked lock symbol 721 next to orotherwise associated with a selectable feature may indicate that theselectable feature is newly available to the user.

In an embodiment, while the user or athlete is building their avatar,the avatar may be animated. For example, the animations may relate tothe items with which the user or athlete is modifying, customizing, orotherwise personalizing their avatar. Accordingly, the animation mayinclude tying a shoe or zipping a hooded sweatshirt if the user orathlete is customizing those items. Alternately or additionally, theanimation may relate to the avatar archetype that the user or athletehas selected and/or the combination of items worn by and/or includedwith the avatar. The animation may also relate to facial expressionsassociated with the avatar. Further still, at least a component of theanimation may be whimsical, random, or otherwise arbitrary. Theanimation of the avatar during the user's or athlete's creation thereofmay contribute to the user or athlete identifying with the avatar and/orprovide the user or athlete with a heightened sense of avatarpersonalization.

Once the user or athlete has created an avatar, they may publish it(e.g., using option 309). In doing so, the user or athlete maythereafter be represented by their avatar within one or more socialnetworking services as introduced above and/or within a socialnetworking service or desktop widget, panel, gadget, or the like. FIG. 8illustrates two such exemplary avatars. More specifically, FIG. 9Aillustrates one embodiment in which a user or athlete may share theiravatar in a variety of ways. For example, the user or athlete may sharetheir avatar as a screensaver and/or as a widget within a socialnetworking service. FIG. 9B illustrates another example publishinginterface 900 through which a user may elect to publish and download ascreensaver featuring the user's avatar through option 903 or togenerate a widget that may be included in various sites using option905. For example, a user may add the avatar to a specified or predefinedcommunity site using option 909 or another site using option 911.

As noted above, the avatar of an embodiment may reflect the athleticperformance of the user or athlete as collected by one or more athleticperformance sensors, input by the user or athlete, or a combinationthereof. For example, FIG. 10 illustrates the avatar of an embodiment aspart of a desktop screen saver 1001. The avatar 1003 may display (e.g.,in the form of a dialogue box or bubble) a message 1005 or the likeindicative of the user's or athlete's recent athletic performance. Themessage 1005 may be complementary or motivational depending on theathletic performance or the user or athlete (e.g., as compared to anathletic benchmark, milestone, challenge performance, competition/raceperformance, and/or personal goal provided by the user or athlete and/ortheir training program) and may be automatically determined and/orgenerated by a computing device.

In addition to offering verbal and/or written messages regarding theuser's or athlete's athletic performance, the avatar's animation mayalternatively or additionally reflect the athletic performance of theuser or athlete. In one or more arrangements, the avatar applicationand/or an athletic performance tracking site or application maydetermine an animation for the avatar based on an amount of athleticactivity performed by the user. FIG. 11, for instance, illustrates thatif the user or athlete has demonstrated a low energy level of athleticperformance (e.g., based on frequency, duration, and/or intensity ofrecent workouts), the avatar may be animated performing activities thatcorrespond to low energy (e.g., playing paddle ball, walking/stretching,playing video games, sitting down, and the like). FIG. 12 illustratesthe avatar's animation if the user or athlete has demonstrated a mediumenergy level of athletic performance (e.g., riding a unicycle,jogging/waving, performing the “running man,” “sprinkler,” “shoppingcart,” “cabbage patch,” “roger rabbit,” “robot” or other similar mediumenergy dance, and the like). FIG. 13 illustrates the avatar's animationif the user or athlete has demonstrated a high energy level of athleticperformance (e.g., running/hurdling, shadow boxing/martial arts, highenergy dancing such as break/freestyle, hip hop, salsa, urban,“moshing,” and other high energy activities). Thus, the data gathereddrives the activity of the avatar once the avatar has been rendered. Asnoted herein, the animation may relate to the avatar's facialexpression.

In addition to the avatar's animation, the avatar's background (e.g., ifthe avatar is part of a screensaver) may be selected and/or generated(e.g., by an athletic performance monitoring site or application oravatar application) to further reflect the energy level of the user's orathlete's athletic performance. For example, low energy backgrounds mayinclude a couch, bed, bean bag, or the like. Medium energy backgroundsmay include a street, trail, dance floor, or the like. High energybackgrounds may include a gym, track, boxing ring, martial arts dojo,dance club, or the like. The background may also be specified by theuser or athlete and may include pictures, photos, or otherrepresentations of spaces, areas, venues, and the like according totheir preference. Background colors may also be indicative of a level ofenergy or activity. For example, blue may indicate a calm or low energystatus, yellow a medium level of energy and red, a high level of energyor activity.

FIGS. 14 and 15 illustrate a user interface 1400 for an athleticperformance-based social networking system. As illustrated, in additionto managing runs, training, goals and resolutions, maps, challenges,gear and music, support, and the like for the athletic performance-basedsocial networking system, the user interface 1400 may further allow theuser or athlete to create and modify, customize, or otherwisepersonalize an avatar of an embodiment as described above. The avatarmay thereafter represent the user or athlete within the athleticperformance-based social networking system. In an embodiment, the avatarmay further be animated as described above to indicate an athleticperformance or athletic performance energy level of the user or athleteit represents. The avatar may further be animated, for example, withfacial expressions and/or other whimsical, random, or otherwisearbitrary motion independent, at least in part, from the user's orathlete's athletic performance. In one or more arrangements, upon theuser creating an avatar, the generic image of a running individual 1403may be replaced with the created avatar (e.g., in a running pose).

FIGS. 16 and 17 illustrate an avatar application included in a socialnetworking service. For example, the avatar application may allow theuser or athlete to create and modify, customize, or otherwisepersonalize an avatar of an embodiment as described above. The avatarmay thereafter represent the user or athlete within the socialnetworking system. In an embodiment, the avatar may further be animatedas described above to indicate an athletic performance or athleticperformance energy level of the user or athlete it represents. Theavatar may further be animated, for example, with facial expressionsand/or other whimsical, random, or otherwise arbitrary motionindependent, at least in part, from the user's or athlete's athleticperformance.

FIG. 18 illustrates that the user interface 500 and/or 1400 of anembodiment may facilitate a points or other reward system for the useror athlete. For example, a user or athlete may accumulate pointscommensurate with their athletic performance (e.g., 10 points per mileor kilometer run). Upon the accumulation of a predetermined number ofpoints, a user or athlete may virtually purchase clothes and/or itemsfor their avatar. For example, a particular shirt or other article ofapparel may be only available for those avatars whose user or athletehas accumulated a number of points based on their athletic performance.Accordingly, in addition to their personalization and animation, anavatar may further represent a user or athlete with particular articlesof apparel or items that are selectively available to users or athletesthat have achieved a certain benchmark, milestone, challengeperformance, competition/race performance, and/or personal goal.Further, the article of apparel or item may indicate (e.g., “Fastest10K,” “500 Miler,” or the like) the benchmark, milestone, challengeperformance, competition/race performance, or personal goal itrepresents.

FIG. 18 further illustrates that the points or other rewards may beredeemed for similar articles of clothing or items for the user orathlete. In addition to indicating that the user or athlete has achieveda certain benchmark, milestone, challenge performance, competition/raceperformance, and/or personal goal, the article of clothing or item mayfurther include the modified, customized, or otherwise personalizedavatar the user or athlete has created. Alternatively or additionally,articles of clothing or items displaying a user's or athlete's modified,customized, or otherwise personalized avatar may be available for theuser or athlete to purchase. Rewards for the achievement of goals,milestones, challenges and the like is further described in U.S.application Ser. No. 12/324,140, entitled “INTERACTIVE AVATAR FOR SOCIALNETWORK SERVICES,” and filed on Nov. 26, 2008, and U.S. application Ser.No. 12/031,380, entitled “COLLECTION AND DISPLAY OF ATHLETICINFORMATION,” and filed on Feb. 14, 2008, the contents of bothapplications being incorporated herein by reference in their entirety.

Numerous specific details have been set forth herein to provide athorough understanding of the embodiments. It will be understood bythose skilled in the art, however, that the embodiments may be practicedwithout these specific details. In other instances, well-knownoperations and components have not been described in detail so as not toobscure the embodiments. It can be appreciated that the specificstructural and functional details disclosed herein may be representativeand do not necessarily limit the scope of the embodiments.

It is also worthy to note that any reference to “one embodiment” or “anembodiment” means that a particular feature, structure, orcharacteristic described in connection with the embodiment is includedin at least one embodiment. The appearances of the phrase “in oneembodiment” in various places in the specification are not necessarilyall referring to the same embodiment.

Some embodiments may be implemented using an architecture that may varyin accordance with any number of factors, such as desired computationalrate, power levels, heat tolerances, processing cycle budget, input datarates, output data rates, memory resources, data bus speeds and otherperformance constraints. For example, an embodiment may be implementedusing software executed by a general-purpose or special-purposeprocessor. In another example, an embodiment may be implemented asdedicated hardware, such as a circuit, an application specificintegrated circuit (ASIC), Programmable Logic Device (PLD) or digitalsignal processor (DSP), and so forth. In yet another example, anembodiment may be implemented by any combination of programmedgeneral-purpose computer components and custom hardware components. Theembodiments are not limited in this context.

Some embodiments may be described using the expression “coupled” and“connected” along with their derivatives. It should be understood thatthese terms are not intended as synonyms for each other. For example,some embodiments may be described using the term “connected” to indicatethat two or more elements are in direct physical or electrical contactwith each other. In another example, some embodiments may be describedusing the term “coupled” to indicate that two or more elements are indirect physical or electrical contact. The term “coupled,” however, alsomay mean that two or more elements are not in direct contact with eachother, but yet still co-operate or interact with each other. Theembodiments are not limited in this context.

Some embodiments may be implemented, for example, using amachine-readable medium or article which may store an instruction or aset of instructions that, if executed by a machine, may cause themachine to perform a method and/or operations in accordance with theembodiments. Such a machine may include, for example, any suitableprocessing platform, computing platform, computing device, processingdevice, computing system, processing system, computer, processor, or thelike, and may be implemented using any suitable combination of hardwareand/or software. The machine-readable medium or article may include, forexample, any suitable type of memory unit, such as the examples givenwith reference to FIG. 2. For example, the memory unit may include anymemory device, memory article, memory medium, storage device, storagearticle, storage medium and/or storage unit, memory, removable ornon-removable media, erasable or non-erasable media, writeable orre-writeable media, digital or analog media, hard disk, floppy disk,Compact Disk Read Only Memory (CD-ROM), Compact Disk Recordable (CD-R),Compact Disk Rewriteable (CD-RW), optical disk, magnetic media, varioustypes of Digital Versatile Disk (DVD), a tape, a cassette, or the like.The instructions may include any suitable type of code, such as sourcecode, compiled code, interpreted code, executable code, static code,dynamic code, and the like. The instructions may be implemented usingany suitable high-level, low-level, object-oriented, visual, compiledand/or interpreted programming language, such as C, C++, Java™, BASIC,Perl™, Matlab™, Pascal, Visual BASIC™, assembly language, machine code,and so forth. The embodiments are not limited in this context.

While certain features of the embodiments have been illustrated asdescribed herein, many modifications, substitutions, changes andequivalents will now occur to those skilled in the art. It is thereforeto be understood that the appended claims are intended to cover all suchmodifications and changes as fall within the true spirit of theembodiments.

We claim:
 1. A method, comprising: receiving, by a computing device,user specifications for creating an avatar; determining, by thecomputing device, a set of one or more selectable avatar customizationoptions based on an amount of athletic activity performed by a user;providing the set of one or more avatar customization options to theuser; determining, by the computing device, a frequency of a type ofathletic activity previously performed by the user; generating a userinterface displaying the avatar and other avatars in a distancetraversed competition, where each avatar represents a user competing inthe distance traversed competition, the user interface including a firstportion displaying all avatars in the distance traversed competition andrepresenting an entirety of a distance associated with the distancetraversed competition, and a second portion displaying a portion of thedistance associated with the distance traversed competition, the portionof the distance being less than the entirety of the distance associatedwith the distance traversed competition and the portion of the distancebeing dynamically determined based on a number of avatars matching apredetermined number of avatars for display in the second portion, thesecond portion displaying fewer than all of the avatars in the distancetraversed competition; and based on the determined frequency of the typeof athletic activity previously performed by the user: selecting a typeof activity for the avatar to perform, wherein different frequencies ofthe type of athletic activity previously performed by the usercorrespond to different respective types of activity for the avatar toperform; and animating the avatar to perform the selected type ofactivity and display the avatar in the second portion.
 2. The method ofclaim 1, wherein the set of one or more avatar customization optionsinclude apparel worn by the avatar.
 3. The method of claim 2, whereinthe apparel includes at least one of: footwear and shirts.
 4. The methodof claim 1, wherein the set of one or more avatar customization optionsincludes a physical characteristic of the avatar.
 5. The method of claim4, wherein the physical characteristic includes a facial expression. 6.The method of claim 1, further comprising: receiving a user selection ofan avatar characteristic from the set of one or more avatarcustomization options; and generating the avatar based on the userspecifications and the user selection.
 7. The method of claim 6, furthercomprising: determining a facial expression of the avatar based on theamount of athletic activity performed by the user; and applying thefacial expression to the avatar.
 8. The method of claim 6, furthercomprising: determining an interface background based on the amount ofathletic activity performed by the user; and displaying the avataragainst the interface background.
 9. The method of claim 1, wherein theuser specifications include an animated facial expression of the avatar.10. An apparatus, comprising: a processor; and memory storing computerreadable instructions that, when executed, cause the apparatus to:receive user specifications for creating an avatar; determine a set ofone or more avatar customization options based on an amount of athleticactivity performed by a first user; provide the set of one or moreavatar customization options to the first user; determine a frequency ofa type of athletic activity previously performed by the first user;generate a user interface displaying the avatar and other avatars in adistance traversed competition, where each avatar represents a usercompeting in the distance traversed competition, the user interfaceincluding a first portion displaying all avatars in the distancetraversed competition and representing an entirety of a distanceassociated with the distance traversed competition, and a second portiondisplaying a portion of the distance associated with the distancetraversed competition, the portion of the distance being less than theentirety of the distance associated with the distance traversedcompetition and the portion of the distance being dynamically determinedbased on a number of avatars matching a predetermined number of avatarsfor display in the second portion, the second portion displaying fewerthan all of the avatars in the distance traversed competition; and basedon the determined frequency of the type of athletic activity previouslyperformed by the first user: select a type of activity for the avatar toperform, wherein different frequencies of the type of athletic activitypreviously performed by the first user correspond to differentrespective types of activity for the avatar to perform; and animate theavatar to perform the selected type of activity and display the avatarin the second portion.
 11. The apparatus of claim 10, wherein the set ofone or more avatar customization options include apparel worn by theavatar.
 12. The apparatus of claim 11, wherein the apparel includes atleast one of: footwear and shirts.
 13. The apparatus of claim 10,wherein the set of one or more avatar customization options includes aphysical characteristic of the avatar.
 14. The apparatus of claim 13,wherein the physical characteristic includes a facial characteristic.15. The apparatus of claim 10, wherein the computer readableinstructions, when executed, further cause the apparatus to: receive auser selection of an avatar characteristic from the set of one or moreavatar customization options; and generate the avatar based on the userspecifications and the user selection.
 16. The apparatus of claim 15,wherein the computer readable instructions, when executed, further causethe apparatus to: determine a facial expression of the avatar based onthe amount of athletic activity performed by the user; and apply thefacial expression to the avatar.
 17. The apparatus of claim 15, furthercomprising: determine an interface background based on the amount ofathletic activity performed by the first user; and display the avataragainst the interface background.
 18. The apparatus of claim 10, whereinthe user specifications include an animated facial expression of theavatar.
 19. One or more tangible, non-transitory computer readable mediastoring computer readable instructions that, when executed, cause anapparatus to: receive user specifications for creating an avatar;determine a set of one or more avatar customization options based on anamount of athletic activity performed by a user; provide the set of oneor more avatar customization options to the user; determine a frequencyof a type of athletic activity previously performed by the user;generate a user interface displaying the avatar and other avatars in adistance traversed competition, where each avatar represents a usercompeting in the distance traversed competition, the user interfaceincluding a first portion displaying all avatars in the distancetraversed competition and representing an entirety of a distanceassociated with the distance traversed competition, and a second portiondisplaying a portion of the distance associated with the distancetraversed competition, the portion of the distance being less than theentirety of the distance associated with the distance traversedcompetition and the portion of the distance being dynamically determinedbased on a number of avatars matching a predetermined number of avatarsfor display in the second portion, the second portion displaying fewerthan all of the avatars in the distance traversed competition; and basedon the determined frequency of the type of athletic activity previouslyperformed by the user: select a type of activity for the avatar toperform, wherein different frequencies of the type of athletic activitypreviously performed by the user correspond to different respectivetypes of activity for the avatar to perform; and animate the avatar toperform the selected type of activity and display the avatar in thesecond portion.
 20. The one or more tangible, non-transitory computerreadable media of claim 19, wherein the set of one or more avatarcustomization options include apparel worn by the avatar.
 21. The one ormore tangible, non-transitory computer readable media of claim 19,wherein the set of one or more avatar customization options includes aphysical characteristic of the avatar.
 22. The one or more tangible,non-transitory computer readable media of claim 21, wherein the physicalcharacteristic includes a facial characteristic.
 23. The one or moretangible, non-transitory computer readable media of claim 19, whereinthe computer readable instructions, when executed, further cause theapparatus to: receive a user selection of an avatar characteristic fromthe set of one or more avatar customization options; and generate theavatar based on the user specifications and the user selection.
 24. Theone or more tangible, non-transitory computer readable media of claim23, wherein the computer readable instructions, when executed, furthercause the apparatus to: determine a facial expression of the avatarbased on the amount of athletic activity performed by the user; andapply the facial expression to the avatar.
 25. The one or more tangible,non-transitory computer readable media of claim 23, wherein the computerreadable instructions, when executed, further cause the apparatus to:determine an interface background based on the amount of athleticactivity performed by the user; and display the avatar against theinterface background.
 26. The one or more tangible, non-transitorycomputer readable media of claim 19, wherein determining the set of oneor more avatar customization options based on the amount of athleticactivity performed by the user includes: determining whether the userhas completed an athletic activity goal; and in response to determiningthat the user has completed the athletic activity goal, adding an avatarcustomization option to the set of one or more avatar customizationoptions.